Thread: DDG-sim
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Old 02-27-10, 08:58 AM   #10
Hawk66
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Join Date: Sep 2006
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Quote:
Originally Posted by Deamon View Post
Well if your ship is nothing more than a symbol on the map then you can get away very cheap. In this case all you need is to get the acceleration and turn radia at different speeds right. And when you are on a destroyer type then it should loose about 40% of its speed in a hard turn and that is all that you need.

For drift by currents and winds you can do someting as simple as:

translation_vector = ship_velocity_vector + current_velocity_vector + wind_velocity_vector * air_drag_coefficient
Thanks a lot for your explainations...I was pointed to the unity game engine (3D) and I'll give it a try - so perhaps I need also more advanced physics.

It's a pity that there is probably (?) no public reuse library in common languages, like .NET and Java for all that naval physics stuff.
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